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- ARMOUR ABSORBS DMG CAP PROW MOD.
- ------ ------- ------- ---------
- Heavy Clothing 2 6 1
- Soft Leather boots 2 10 0
- Soft Leather Jacket 2 10 1
- Soft Leather trousers 2 10 1
- Soft Leather Cloak 2 10 1
- Soft Leather Headgear 1 10 0
- Quilted Armour Suit 6 20 4
- Hard Leather Boots 2 16 0
- Hard Leather Suit 10 40 5
- Ringmail Suit 12 60 8
- Chainmail Suit 12 120 9
- Doublemail Suit 15 150 10
- Scale Mail Suit 15 180 12
- Splint Mail Suit 15 210 15
- Plate Mail Suit 20 240 20
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- :Magic_Range
- ⁄ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¬ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒø
- ≥RANGE CLASSIFICATION ≥ADDITIONAL COSTS≥
- √ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥
- ≥Touch (Requires RTH) ≥ none ≥
- ≥Short (Dagger) 30' (10y)≥ 1 ≥
- ≥Medium (Spear) 60' (20y)≥ 3 ≥
- ≥Long (Bow) 90' (30y)≥ 5 ≥
- ≥Far (Crossbow) 120' (40y)≥ 10 ≥
- ≥Extreme (Ballista) 360'(120y)≥ 15 ≥
- ≥Anything LOS beyond 360' ≥ 20 ≥
- ¿ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¡ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒŸ
-
- :Magic_Duration
-
- ⁄ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒø
- ≥DURATION COST ADDITION≥
- √ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥
- ≥additional Round after 1st 1 ≥
- ≥10 minutes (60 rounds) 3 ≥
- ≥1 hour (60 mins, 360 rounds) 5 ≥
- ≥1 day (24 hours, 8640 rounds) 10 ≥
- ≥1 week 30 ≥
- ≥1 month 50 ≥
- ≥1 year 75 ≥
- ≥10 years 200 ≥
- ≥(each additional 10 years beyond)+ 100 ≥
- ¿ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒŸ
-
- SHORT = 30' MEDIUM = 60' LONG = 90' FAR = 120' Extreme = 360'
- ⁄ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¬ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¬ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒø
- ≥ WEAPON ≥ DAMAGE ≥ RANGE CLASS ≥
- √ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥
- ≥Axe,hand (hatchet) ≥ 1d10+6 ≥ SHORT ≥
- ≥Bow, Compound Light ≥ 2d10+4 ≥ LONG ≥
- ≥Bow, Compound Heavy ≥ 2d10+8 ≥ FAR ≥
- ≥Bow, Long ≥ 1d10+8 ≥ FAR ≥
- ≥Bow, Short ≥ 1d10+6 ≥ LONG ≥
- ≥Crossbow, Heavy ≥ 2d10+10 ≥ FAR ≥
- ≥Crossbow, Light ≥ 1d10+8 ≥ LONG ≥
- ≥Crossbow, repeating ≥ 1d10+8 ≥ MEDIUM ≥
- ≥Dagger, Thrown ≥ 1d10+4 ≥ SHORT ≥
- ≥Dart ≥ 1d10+3 ≥ SHORT ≥
- ≥Javelin ≥ 1d10+4 ≥ MEDIUM ≥
- ≥Prodd ≥ 1d10+3 ≥ LONG ≥
- ≥Sling ≥ 1d10+1 ≥ LONG ≥
- ≥Spear ≥ 1d10+6 ≥ MEDIUM ≥
- ≥Throwing Stars ≥ 1d10+3 ≥ SHORT ≥
- ¿ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¡ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¡ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒŸ
-
- NOTE : 2 Throwing stars can be thrown in one round normally, 3 if
- trained at 10 skill levels (100%) or better
-
- The repeating Crossbow is a rare and expensive device that
- holds a clip of 5 bolts. It loses NO time in reloading
- between shots until it is empty, its main advantage.
-
- WEAPON DAMAGE NOTES
-
- Axe, Battle 2d10+6 -2 Prowness when using
- Ball & Chain 2d10+4 -2 Prowness when using
- Bo Stick 1d10+6 +2 Prowness when using
- Bullwhip 1d10+8 (Disarms opponents on critical
- instead of double dmg if possible)
- Cat-Of-9-Tails 1d10+6
- Claymore 2d10+4 +2 Prowness VS all swords
- Club 1d10+4
- Dagger 1d10+3
- Flail 2d10+2
- Flamberge 2d10+2
- Frying Pan (Tool) 1d10+4
- Halberd 2d10 -4 Prowness when using
- Hammer (weapon) 1d10+8
- Hammer (tool) 1d10+4
- Jo Stick 1d10+5 +2 Prowness when using
- Knife 1d10+2
- Lance 3d10+2 -4 Prowness when used on Foot
- Mace 2d10
- Nunchakus 1d10+6 +2 Prowness when used
- Pick, Military 2d10
- Pick (Tool) 1d10+6 -2 Prowness when used
- Pike 2d10 -4 Prowness when used
- Quarter Staff 1d10+6 +5 Prowness when used (except vs mounted)
- Rapier 1d10+8 +5 Prowness when used (except vs 2 handed
- swords and bastard swords)
- Sabre 2d10 +2 Prowness (except vs 2hand/bastard)
- Scimitar 2d10+1
- Scythe 2d10
- Shovel (tool) 1d10+2
- Spear 1d10+8 +2 Prowness when used on foot
- Sword, Bastard 2d10+2
- Sword, Broad 2d10
- Sword, Long 1d10+8 +2 Prowness when used
- Sword, Short 1d10+6
- Sword, Two-handed 3d10+2
- Trident 2d10
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-